scholarly journals Design and Research of Interactive Animation of Immersive Space Scene Based on Computer Vision Technology

2021 ◽  
Vol 2021 ◽  
pp. 1-10
Author(s):  
Shan Wu ◽  
Hubin Liu ◽  
Qi Xu ◽  
Yulong Liu

With the development of computational simulation technology, the need for stable and immersive display effects of space scene animation in the field of life experience and visual art has gradually increased. In this case, the requirements for immersive characteristics of space scene animation have also been strengthened. The existing 3D space scene animation has a limited degree of stereoscopic display model and data visualization. However, the current space scene interactive animation adopts a plane layout as a whole, and the size of the view interface is generally fixed, including the size of virtual elements. However, the immersion in this paper interactive animation of spatial scene can effectively solve the problems of incomplete display of 3D effects and unstable view simulation in 3D effects. This paper takes immersive space scene animation as the research object and studies the 3D and characteristics of space scene animation based on computer parallel computing in different immersive space scenes and different virtual space technologies, as well as the animation effects of different scene transformations and art forms. The result of research shows that, with the continuous increase of the degree of virtuality within a certain range, the immersive effect of spatial scene interactive animation gradually becomes better. When the color of the space scene animation is below 15, the virtual immersive effect changes less. When the space scene is in the range of 15–20, the space scene will make people feel the atmosphere of a beautiful and mysterious illusion.

Author(s):  
Mark Thomas McMahon ◽  
Michael Garrett

Stereoscopic display technologies have seen wide spread application in entertainment and gaming contexts through their ability to intensify the perception of depth. However, their potential for enhancing the development and application of spatial knowledge within a 3D space is not as certain. Existing research suggests that stereoscopic displays can contribute both positively and negatively to the process of spatial cognition within 3D virtual environments. In order to explore this issue, a study comparing experience with binocular parallax stereoscopic displays to standard monoscopic displays was undertaken using a 3D virtual environment that required users to complete tasks using spatial cues. Findings suggested that spatial experience with binocular parallax stereoscopic displays and standard monoscopic displays was comparable in terms of effectiveness, though the experience was subjective and many participants found that binocular parallax stereoscopy created a strong emotional response.


2021 ◽  
Vol 2070 (1) ◽  
pp. 012204
Author(s):  
Aravind P Madhu ◽  
C Akhil Balu ◽  
Akshay Krishnan ◽  
Adithya Aravind ◽  
Jibin Noble ◽  
...  

Abstract Stereoscopic, or multi-view, display systems that can give significant visual clues for the human brain to understand three-dimensional (3D) objects, they are regarded as better alternatives to traditional two-dimensional (2D) displays. A device that can render 3D images for viewers without the use of specific headgear or glasses is known as an auto-stereoscopic display. Manipulation of light rays via Light engines is also used to create 3D images in 3D space. We introduce a new auto-stereoscopic swept-volume display (SVD) system based on light-emitting diode (LED) arrays in this research. A display device plus a graphics control sub-system makes up this system. The display device is a 2D revolving panel of LEDs that generates 3D images using “persistence of vision”.


2012 ◽  
Vol 182-183 ◽  
pp. 819-822 ◽  
Author(s):  
Lin Gong

Clouds are an important part of natural environment. The realistic simulation of cloud is a challenging topic in computer graphics. This paper proposes a simple, efficient approach based on computer vision and particle system to model various 3D clouds. This method use computer vision technology to extract 3D structure information of clouds from images, then using particles technology to fill the 3D space and render the cloud. This method is suitable to model all kinds of clouds, such as stratus, cumulus, cirrus etc. It is an improvement over earlier systems that modeled only one type of cloud.


2018 ◽  
Author(s):  
William Michael Carter

We are of an era in which digital technology now enhances the method and practice of archaeology. In our rush to embrace these technological advances however, Virtual Archaeology has become a practice to visualize the archaeological record, yet it is still searching for its methodological and theoretical base. I submit that Virtual Archaeology is the digital making and interrogating of the archaeological unknown. By wayfaring means, through the synergy of the maker, digital tools and material, archaeologists make meaning of the archaeological record by engaging the known archaeological data with the crafting of new knowledge by multimodal reflection and the tacking and cabling of archaeological knowledge within the virtual space. This paper addresses through the 3D (re)imagination of a 16th century pre-contact Iroquoian longhouse, by community paradata blogging and participatory research, how archaeologists negotiate meaningmaking through the use of presence and phenomenology while also addressing the foundations of the London Charter: namely agency, authority, authenticity and transparency when virtually representing constructed archaeological knowledge. Through the use of Ontario Late Woodland longhouse excavation archaeological data, archaeological literature, historical accounts and linguistic research in combination with 3D animation and visual effects production methodologies, and engaging this mental construction made real in virtual reality by deploying these assets in a real-time gaming and head mounted immersive digital platform, archaeologists can interact, visualize and interrogate archaeological norms, constructs and notions. I advocate that by using Virtual Archaeology, archaeologists build meaning by making within 3D space, and by deploying these 3D assets within a real-time, immersive platform they are able to readily negotiate the past in the present.


Leonardo ◽  
2002 ◽  
Vol 35 (4) ◽  
pp. 371-375 ◽  
Author(s):  
Steven Schkolne

This article presents a new medium in which organic surfaces are drawn in 3D space with the hand. Special interface hardware includes a head-tracked stereoscopic display and sensors that track the body and handheld tools, allowing the artist to share the space of the artwork. Additional tools move and deform the shape. This method provides a fluid, unstructured access to three dimensions, ideal for quick, spontaneous ideation and investigation of complex structures.


2019 ◽  
Vol 2 (1) ◽  
pp. 39-45
Author(s):  
V. Novikov ◽  
S. Kovaleva

An attempt has been made to apply the scientific approaches of Jean Baudrillard’s anti-social theory, as well as the concepts of hyperreality, simulacra and simulation, used by him for the understanding of social phenomena, occurences and processes in the modern virtual space. The following interpretation of the characteristics of the Internet space has been proposed: a) the Internet can be considered within the framework of Jean Baudrillard’s concept as an example of antireality, since it is possible to preserve anonymity, invent a new life, use other people’s photos, etc.; b) communication in the virtual Internet is, in its essence, a simulation of communication, that is, its surrogate (simulacrum); in this case, the former contact form of communication is replaced by indirect – communication is carried out through social networks and messengers; c) there is a depletion of content and primitivization of expression of emotions, as in virtual communication uses a set of standard phrases, standard themes, emoticons, pictures, exchange of memes and other simulacra that are included in everyday social practices. On the example of the analysis of the results of the sociological research project, implemented at the State University of Management, the practical procedures of their interpretation within the framework of the scientific concept of Jean Baudrillard have been carried out. For example, it has been revealed, that despite the life experience of respondents in the majority of fake Internet content, they all also largely feel comfortable in  a virtual, potentially dangerous environment. Moreover, this environment becomes vital for them: young people spread their lives, their thoughts, desires, value systems, hidden hopes and dreams on public display. This image of social activity becomes for the majority so necessary element of self-realization, that ceases to be a part of this process, and becomes independent, integral, lying outside the person phenomenon.


1979 ◽  
Vol 10 (3) ◽  
pp. 145-151 ◽  
Author(s):  
Sallie W. Hillard ◽  
Laura P. Goepfert

This paper describes the concept of teaching articulation through words which have inherent meaning to a child’s life experience, such as a semantically potent word approach. The approach was used with six children. Comparison of pre/post remediation measures indicated that it has promise as a technique for facilitating increased correct phoneme production.


Sign in / Sign up

Export Citation Format

Share Document